National Repository of Grey Literature 12 records found  1 - 10next  jump to record: Search took 0.00 seconds. 
Technology and Society
Hrbek, Jan ; Neuwirthová, Ludmila (referee) ; Smutný, Milan (advisor)
Zpracovaná bakalářská práce je zaměřena na problematiku nejpoužívanějších technologií, jak nás ovlivňují a jak mění naši společnost. Nejvíce se zabývá používáním internetu, vlivu smartphonů na různé oblasti lidského života, používání internetového portálu YouTube, vlivem YouTuberů na společnost a popsáním pojmů streamer, streamování. Práce popisuje jak pozitivní vlivy těchto technologií na společnost, tak negativní vlivy, které přináší.
Social networks and youth mental health care
Dobrocká, Romana ; Vrzáček, Petr (advisor) ; Bosá, Monika (referee)
Perceiving the world from the perspective of the present and adapting to it represents the continuum of life. The aim of the graduate thesis is to analyse the mainly communicated topics on mental health on selected social networks and to examine social networks from the point of view of e-social work. The theoretical part characterizes social networks in general, discusses the relationship of social networks with mental health problems of young people and individually discusses the pitfalls that the use of social networks brings with it. Furthermore, the research offers insight into the characteristics of young people's mental health problems, deals with them from a contemporary perspective, and connects them with the specific social networks. The subchapter of social work determines need of e-social work and its possibilities. The end of the theoretical part looks at social identity and the need for community in the life of adolescence. The aim of the research is defined by four research questions and follows four social networks: Twitch, Instagram, Facebook and TikTok. The qualitative research combines netnography with an additional interview. The results of the research include identification of the mainly communicated topics on social networks, possible ways of mental health support provision,...
Case Study of MADMONG as an example of marketing on Twitch
Pecíková, Laura ; Koudelková, Petra (advisor) ; Vranka, Marek (referee)
The aim of this diploma thesis is to identify which specific marketing tools were used by MADMONQ in order to reach its current stable position on Czech-Slovak gaming and streaming scene. The brand, originally a startup, became famous by bringing a whole new product to the gaming market, the first nutritional supplement made specifically for gamers. And its breakthrough was able to happen mainly thanks to the Twitch streaming platform. Therefore, the qualitative research of this thesis is set into a context of history and characteristics of Twitch, game marketing, the streaming phenomenon and influencer marketing. The research itself, which results in a complex case study, is based upon an in-depth interview with MADMONQ's founder and current CEO Michal Noga, on an analysis of the brand's online marketing tools, a SWOT analysis and on a survey in which streamers promoting products by this brand on their streaming channels took part. The case study is exposing the best and worst practices which led MADMONQ to its current position and explains the brand's communication strategy, which is from the very beginning focused on solely gamers, while striving to fulfill its mission that every gamer gives health the same amount of attention, they give to their hardware setup.
Persuasive technology and gamification elements on the Twitch.tv streaming platform
Stehlík, František ; Švelch, Jan (advisor) ; Švelch, Jaroslav (referee)
Persuasion technologies and gamification elements are part of a large number of modern applications and internet platforms. The reasons for using these features are varied and differ based on the nature of the application or platform. The use of persuasion techniques and gamification elements can be an effective way to achieve target user behaviour. This bachelor thesis examines the use of persuasion techniques and gamification elements on the streaming platform Twitch.tv. The aim of the thesis is to explore the purposes of the different elements implemented in the user interface of this platform and to analyse the different elements that have gamification and persuasion characteristics. The theoretical part of this thesis is devoted to theories of persuasion and the categorization of gamification elements. In the practical part, the Twitch.tv platform is analyzed using the walkthrough method from the perspective of a common user, where the different elements are analyzed, following the chapters in the theoretical part. This thesis provides useful insights for users and creators of similar platforms.
The convergence of esport and streaming in professional trajectories on the Czech gaming scene
Jerman, Petr ; Švelch, Jan (advisor) ; Švelch, Jaroslav (referee)
The thesis focuses on the topic of the convergence of esports and streaming on the Czech gaming scene. Its aim is to find specific areas and activities which connect the two seemingly different, but closely linked areas of media entertainment and video game industry. The theoretical part presents the phenomena of esport and streaming, including both their unique connecting and dividing elements. The thesis focuses primarily on the role of streamers and streaming platforms in esports, but also on their common connection to media entertainment and creative work in digital or video game culture. In the research section, the data is collected using in-depth semi-structured interviews focused on streamers and esports participants or employees who have experience or operate within both industries. Subsequent data analysis and final discussion answer the established research questions. It thus uncovers common areas and activities that contribute to the convergence of esports and streaming. The thesis also addresses monetization methods as well as the current situation and working conditions in the Czech esports environment. The presented results point to the mutual cooperation between the two sectors, with an emphasis on the more independent role of streaming compared to esports, which in turn tries to...
English Vulgarisms in internet communication/Anglické vulgarismy v internetové komunikaci
KŘÍŽ, Vojtěch
This Bachelor's thesis deals with the usage of vulgarisms in the communication of the English-speaking internet. The internet is well known for its very dynamic environment, as well as its many forms of communication. The theoretical part of the thesis deals with specifying the term "taboo language" and its typology. This part also provides a closer look at vulgarisms specifically. The ending of the theoretical part concentrates on introducing the specifics of internet communication. The practical part of the thesis contains a brief overview of the examined websites, and furthermore, it contains the analysis of the internet language of the chosen websites. The collected data are analyzed with the help of a corpus toolbox software #LancsBox. The data is afterwords put into tables and graphs, that show which vulgarisms are used and in what quantities. At the end of this thesis, the analyzed websites are compared in terms of the frequency of using vulgarisms. The thesis analyses when are vulgar expressions used on the internet, and whether they are used more often than in everyday communication.
Esports team as a tool of marketing communication
Zeman, Ondřej ; Koudelková, Petra (advisor) ; Halada, Jan (referee)
The thesis Esports team as a tool of marketing communication describes the phenomenon of electronic sport and its possible usage as a tool of marketing communication. The goal of the thesis is to describe possibilities that can be used by brands to reach a new relevant audience - gamers or fans of competitive gaming. The first part of the thesis, the theoretical chapter, focuses on describing terms from gaming or esports. That should help to understand the environment and audience of this kind of communication. The history of esports, main social media, and platforms or games are described there as well. In the analytic part, the thesis focuses on case studies of the esport team eSuba and their impact on client's marketing communication in 2021 and it also analyses interviews with selected representatives of esports organizations. In the end, the thesis should be a recommendation for communication experts who want to use the esports team to promote the brand.
Who are the producers and consumers of media content published on the Twitch platform
Kopecký, Martin ; Kasík, Pavel (advisor) ; Lokšík, Martin (referee)
Due to the rise of technological convergence, the production of media content is currently available to anyone with befitting means. The situation is no different in the area of streaming and video games. This diploma thesis is focusing on producers and consumers of media content streamed on the video platform Twitch. This platform enables their users, if they dispose of quality internet and sufficient hardware, to produce real time streamed media content on nearly professional level. Hundreds of millions of viewers are watching Twitch monthly and this thesis is trying to introduce the very streamers of media content on this platform, their success and failure, while monitoring their viewership.
Who are the producers and consumers of media content published on the Twitch platform
Kopecký, Martin ; Kasík, Pavel (advisor) ; Lokšík, Martin (referee)
Due to the rise of technological convergence, the production of media content is currently available to anyone with befitting means. The situation is no different in the area of streaming and video games. This diploma thesis is focusing on producers and consumers of media content streamed on the video platform Twitch. This platform enables their users, if they dispose of quality internet and sufficient hardware, to produce real time streamed media content on nearly professional level. Hundreds of millions of viewers are watching Twitch monthly and this thesis is trying to introduce the very streamers of media content on this platform, their success and failure, while monitoring their viewership.

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